#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(set = 0, binding = 0) uniform MyColor
{
    float color;
} mycolor;

layout(location = 0) in vec3 inIJK;
layout(location = 1) in vec4 viewWorld;

layout(location = 0) out vec4 outColor;
layout(location = 1) out vec4 outLoction;

void main() 
{
    outColor = vec4(inIJK.xyz, 1);
    outLoction = viewWorld;
}
